Site hosted by Angelfire.com: Build your free website today!

Cyber-Knight Job

The Cyber-Knights are a class of paladin-like fighters, although there are some Fallen Knights. Their abilities in Rifts RPG were good, but their abilities were greatly enhanced in Cyber-Knights: Siege on Tolkeen Book 4.

How to Get It: Talk to Lord Coake or Refine a Cyber-Knight. Do remember that Jobs are distinct from training. A nice ability one can get is to get training so they act like Jobs.

Abilities:

L1 Abilities: The Cyber-Knight has quite a few abilities now.

L2 Abilities: This is a fairly minor level. The character learns Paired Weapons, gains some I.S.P., +1 to save vs. Horror Factor, and appropriate skill bonuses. If the character is a Master Psionic, then they get an additional +1D6 M.D. to Psi-Sword damage.

L3 Abilities: This is a better level. The Cyber-Knight learns Combat Acrobatics (no strike penalty when moving), +1D6 M.D. to Psi-Sword damage, more I.S.P., bonuses to skills and an additional two skills.

L4 Abilities: This is a nice level. First of all, the Cyber-Knight's Cyber-Armor becomes a part of the Cyber-Knight! In addition, it begins growing in power; +1D6 M.D. to chestplate and +1 M.D. to all other sectors. Second, the Cyber-Knight begins getting the anti-technology powers. The character has bonuses against ANY machine with moving parts, electricity, or a computer chip (virtually any high-tech weapon)! The ability is a powerful awareness. This power negates any bonuses provided by the weapon, add +3 to intiative against modern guns and +6 against robots, +3 to parry and dodge, and the opponent is -3 to dodge and loses 2 melee attacks because they have to spend time compensating their meager skills against this opponent. And of course, typical I.S.P. and skill bonuses.